void main() {
	
	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
	
	vec3 N = normalize(gl_NormalMatrix * gl_Normal);
	vec4 V = gl_ModelViewMatrix * gl_Vertex;
	vec3 L = normalize(gl_LightSource[0].position.xyz - V.xyz);

	float NdotL = dot(N, L);
	gl_FrontColor = gl_Color * vec4(max(0.0, NdotL));	
}